The Druid
Important Attributes: Perception, Willpower
Racial Restrictions: Obsidimen , Dwarfs
Artisan Skills: Body Painting
The Druid must not use any weapon/armor made of non-living material.
FIRST CIRCLE
Talents
Spell Casting (D)
Spell Matrix
Karma Ritual
Thread Weaving (Nature) (D)
R/W Magic
Identify Plant (D)

SECOND CIRCLE
Talents
Durability (5/4)
Spell Matrix
Call Animals

THIRD CIRCLE
Talents
Plant Search (D)
Heal Animals

FOURTH CIRCLE
Karma: The Druid may spend a Karma point using perception only.
Talents
Melee Weapons
Forge Wooden Blade

FIFTH CIRCLE
Spell Defense: The Druid gains +1 to his Spell Defense
Talents
Willforce
Summon Bee Swarm

SIXTH CIRCLE
Physical Defense: The Druid gains +1 to his Physical Defense.
Talents
Spell Matrix
Enhanced Matrix

SEVENTH CIRCLE
Karma: The Druid may spend Karma using toughness only
Talents
Resist Poison
Plant Portal (D)

EIGHT CIRCLE
Initiative: The Druid gains +1 to his Initiative
Talents
Enhanced Matrix
Animal Bond





 

NINTH CIRCLE
Spell Defense: The Druid gains +1 to his Spell Defense
Talents
Summon Elemental
Control Elemental
Bargain with summoned Elemental (D)

TENTH CIRCLE
Recovery: The Druid gains 2 additional Recovery tests
Talents
Call Storm (D)
Call Lightning

ELEVENTH CIRCLE
Elemental Form: For a cost of 3 Strain the Druid appears as an Elemental. He may not use any special Talents but may move trough this Element without any penalties
Talents
Vitality
Forestwalk (D)

TWELFTH CIRCLE
Spell Defense: The Druid gains +2 to his Spell Defense
Talents
Plant Shelter
Armored Matrix

THIRTEENTH CIRCLE
Wooden Cloak: For a cost of 5 strain the Druid may build a wooden armor around himself. He may act as normal trough this protection, but enemies suffer a –3 steps penalty when the act trough this armor against the Druid. Physical/Mystical Rating +10 points
Talents
Spirit Dodge
Range Pattern

FOUTEENTH CIRCLE
Recovery: +2 Recovery tests
Spell Defense: Gains SD +3
Talents
Share Matrix
Save Forest

FIFTEENTH CIRCLE
Summon Liege: For the cost of 5 points of Blood Magic the druid summons a liege. This liege is absolutely loyal to the Druid. The liege is of the same race as the druid and is also a druid, but he has no will and cannot be influenced. Just like a golem. Make a Character Sheet for this liege, but he has 80 points to distribute to the attributes. The liege gains no LP´s , but may advance in Circles if the master pays the LP´s.
Talents
Punish sinners against the wood
Affect Pattern

TALENTS - SPELLS

Identify Plant
Step Number: Rank + Perception
Action: yes Skill use: yes
Karma: no Strain: no
If the Druid finds a plant he makes an Identify Plant test against the spell defense of this plant. If the test succeeds the Druid knows exactly which plant it is and with every success level higher than good he knows an effect of this plant.

Plant Search
Step Number: Rank + Perception +2
Action: yes Skill use: no
Karma: no Strain: no
With this talent the druid can look for a plant he has seen. The talent shows him the way to the plant, if there is one, within the circle of the effect x 10 meters.

Forge Wooden Blade
Step Number: Rank + Strength
Action: yes Skill use: no
Karma: yes Strain: no
The Druid can make himself a melee weapon out of wood. To do this the Druid takes a piece of wood approximately in the shape of the weapon he wants to make. Then he rolls the effect dice against the minimum strength number of this weapon. If the test succeeds the
Druid holds a weapon in his hands. The weapon has the same damage step as the usual weapon. Everyone may use a Wooden Blade. This Ritual takes 2 days to full fill. The Karma may not be added to the effect.

Summon Bee Swarm
Step Number: Rank
Action: yes Skill use: no
Karma: no Strain: see below
With this talent the Druid summons a swarm of bees which ones are controlled by the Druid.
   Bee Swarm
Initiative: Rank +2
Attack: Rank
Damage: Rank + Strain paid
Death Rating: Rank x 10
PD: Rank; SD: Effect; SC: Strain paid
Armor: none; Mystic armor: Rank
The Bee swarm may be attacked as usual, but flees if it loses more than ¾ of it’s hit points.

While controlling the swarm the Druid may do nothing, but move up to the half of his Combat movement

Resist Poison
Step Number: Rank + Toughness
Action: no Skill use: no
Karma: no Strain: no
If the druid gets poisoned (any poison) he may immediately make a resist poison test against the poison step. If the test succeeds the poison is neutralized. If not …

Plant Portal
Step Number: Rank + Perception
Action: yes Skill use: no
Karma: no Strain: no
This talent only works if there are at least two exemplars of plants in range. If this condition is full filled the druid may walk into this plant and come out of an exemplar within range. The Range is Rank x 10 m. The druid makes a Plant Portal test against the SD of the plant.
And the other condition is that, that the plant must be at least the druid´s height and must at least hold the half of his body.

Call Animals
Step Number: Rank + Charisma
Action: yes Skill use: no
Karma: no Strain: 2
This talent only works if there are any animals of this type in rank x 2 km. If yes the druid makes a test against the SC of one animal if it succeeds he rolls a D6 on the following table.
1 Bears 1D4
2 Eagles 1D6
3 Boars 1D8
4 Squirrels 1D20
5 Deers 1D10
6 Wolves 1D12

                  These animals appear within 1D3 rounds

Summon Elemental
Step Number: Rank + Perception
Action: yes Skill use: no
Karma: no Strain: 5
The druid may immediately summon an elemental of his choice. This Elemental appears within 10 yd. The Elemental is not automatically friendly, but if the Elemental sees that the druid really needs hi help, the elemental will help.
Hurui, an elven druid is desperate. His beloved wood is going to burn down. Therefore he summons a water elemental. This elemental sees the desperate situation and helps the druid.
Elementals don´t like to fight, and if the druid wants the elemental to fight, first he must successfully use wheter Bargain with elementals or control elemental talent. TO SUMMON the elemental the druid makes a test against the SD of the elemental.
DEX: Rank STR: Rank+10 TOU: 14
PER: 10 WIL: 1D10+12 CHA: 8
Ini: 6
Attack: DEX +5 SpC: 12
Damage: STR +7 Effect: see below
Death Rating: 80, UC: immune, W: immune
PD: Rank +3,SD: 12, SC: 10
Armor: Earth: 10, other 7; MA: 1D10
Powers: Earth: Earthshake 10x10 m
Water: Hydrokinesis (kills fire in 10x10m)
Fire: Pyrokinesis (upto 100yd. D: 16)
Air: Air Blast (100x100 m, wind:1-10)
Wood: Plant Portal

Control Elemental
Step Number: Rank + Willpower
Action: no Skill use: no
Karma: no Strain: 1/rd
This talent allows the Druid to control an elemental. To do so the druid rolls effect against the WIL- step of the elemental. If the test succeeds the Druid may control the elemental upto RANK rounds. With this talent the druid can force the Elemental to return to its own dimension. While controlling the D. may no nothing but breathe.

Bargain with Elemental
Step Number: Rank + Charisma
Action: yes Skill use: no
Karma: no Strain: no
If summoned or not the druid is enabled to talk to the elemental. If the Elemental sees the character first he will bargain. If the E. had made bad experiences before with the D. subtract –5 from the Step to bargain. It’s up to the GM and the Player to bargain.

Call Storm
Step Number: Rank
Action: yes Skill use: no
Karma: no Strain: no
The player is enabled to call a storm within range. Range: Rank km.

Call Lightning
Step Number: Rank + Perception
Action: yes Skill use: no
Karma: no Strain: 2
The Druid may call a lightning from a storm. If there is one above. The D. makes a Call Lightning test against the spell Defense of the target. If hit the target automatically suffers 2 wounds and gets step 25 damage. It may be that the target suffers a third wound.

Save Forest
Step Number: Rank + Perception +5
Action: yes Skill use: no
Karma: all Strain: no
The Druid has this last chance to save his forest from a great disaster, such as burning. The Druid makes a Save Forest test and rolls all of his remaining Karma dice. The result is the amount of 100m^2 he/she can stop the disaster. But if later (can be 5 minutes) the wood suffers again the Druid has to make a new Save Forest test.

Punish sinners against the forest
Step Number: Rank + Perception +10
Action: yes Skill use: no
Karma: see below Strain: no
The druid may kill extreme enemies of his wood, but just against the forest not the animals. If the forests has been bad treated, and the druid discovers it, he can make a Spell casting  -test against his own SD to get to the place, there he makes a Punish sinners against the wood, test and compares it to the highest SD of the group of the sinners. If the test Succeeds all of the group members take amount damage of the second test roll. The Druid may use as many Karma Points as he wishes and has available.

Forestwalk
Step: DEX + Rank + 5
Action: yes Karma: no
Skill use: no Strain: 2
The druid may move unheard in the woods.

Just like silent walk. But only in the Forest and similar
                                  surroundings.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

1st Circle:
Weather Lore
Threads: no Difficulty: NA/7
Range: NA Duration: NA
Effect: Foresee weather
Casting Difficulty: 2
The Weather Lore spell allows the caster to foresee the weather for 1D4 days.
Thorn Dagger
Threads: no Difficulty: NA/11
Range: 40m Duration: 1 round
Effect: Willforce + 5
Casting Difficulty: Target
The Thorn Dagger spell is a physical attack, and makes EFFECT- damage, physical armor protects.
Cook Vegetables
Threads: 2 Difficulty: 7/10
Range: touch Duration: 1D8+rank min
Effect: Recovery +2
Casting Difficulty: 4
This spell enables the Druid to cook a soup of vegetables. If eaten and rested a while the character may make one of his recovery tests +2
Tranquility
Threads: 1 Difficulty: 6/12
Range: touch Duration: rank +5 rounds
Effect: Willforce +4
Casting Difficulty: Target
The spell calms the enemy down. The target gets weak and tired. He gets on any activity       –rank in SC steps. The target may resist in making a Willpower test against the effect.
2nd Circle
Heat Metal
Threads: 2 Difficulty: 6/13
Range: touch Duration: rank rounds
Effect: Heats Metal
Casting Difficulty: target
Heats metal up to rank *100°C
The enemy gets damaged: Step 4 in the first round, step 5 in the second…
Without armor!!
The Broken Lance
Threads: 1 Difficulty: 9/17
Range: 120m Duration: 1 round
Effect: Willforce +6
Casting Difficulty: Target
This spell can be used to destroy or damage wooden weapons, such as spears, Lances and other Pole Arms. The damage is EFFECT.
The SC test is whether made against the SD of the user or the weapon, whichever is higher. Forged Weapons resist to 10 % per “+”.
Gift of Sung
Threads: no Difficulty: NA/17
Range: touch Duration: rank+5 rounds
Effect: damage transfer
Casting Difficulty: target
The Druid may sacrifice his own hit points to power a comrade. The druid makes an SC test against the targets SD and creates a link between them. Then he may transfer as many damage points as he likes. Whether from him to his companion or reverse.
3rd Circle
Astral Sight
Threads: no Difficulty: NA/13
Range: Self Duration: rank rounds
Effect: Willforce +6
Casting Difficulty: 2
Works exactly as the talent but without the strain.
Despair thy Eyes
Threads: no Difficulty: NA/15
Range: 100m Duration: rank rounds
Effect: Willforce +2
Casting Difficulty: Target
The spell works only against targets, which are using their eyes to see. Then the D. makes an SC+Effect test. The Target gains –(rank + 5) steps. The target may avoid the effect by making a WP test against the EFFECT.
Wooden Shield
Threads: 1 Difficulty: 7/14
Range: Self Duration: rank +10 rounds
Effect: Willforce +7
Casting Difficulty: Target
SEE Shield Mist (ED 177)
Dancing club
Threads: 1 Difficulty: 9/13
Range: 40m Duration: rank +3 rounds
Effect: Willforce + 6
Casting Difficulty: see below
This spell animates a piece of wood. This is club can attack foes if the druid wishes so. First to animate the club make a SC test against the SD of the wooden piece (usually 2), then if the druid wants to attack with “his” club, make another SC test, but yet against the SD of the foe. The damage is EFFECT. The club attacks the enemy until the enemy is dead or the druid is unconscious or the club dispelled.
Thoughts like Clouds
Threads: var. Difficulty: 9/19
Range: 100m Duration: 1 round
Effect: Willforce +7
Casting Difficulty: Target
The Druid casts this spell to disturb other Spell Casters. The Druid has to wave one thread less he wants the other Caster to lose. Then he rolls the Effect- dice. This is the Difficulty of the willpower test the opponent has to make for every thread lost.
4th Circle
Gateway through the Forest
Threads: 5 Difficulty: 8/ 16
Range: touch Duration: rank +5 days
Effect: allows transport through the wood
Casting Difficulty: see below
The druid may open a bit of astral space to get to a special point in the wood. The Difficulty depends on the range:
2-10 km: 5  And so on,….
11-20 km: 7
21-40 km: 9
41-60 km: 11
61-90 km: 13
91-150km: 15
151-300km: 17
Invitation
Threads: 1 Difficulty: 9/14
Range: 120m Duration: rank rounds
Effect: Willforce +7
Casting Difficulty: Target
This spell draws a person to the caster, very near or as near as the caster wants to. This is a good spell to bring enemy spell and bow users near. If there is a pit or an other obstacle, the victim will fall in (in the case of the pit) or suffer from other disadvantages. The victim may resist by WP test vs. the EFFECT.
Animate Tree
Threads: 2 Difficulty: 10/17
Range: touch Duration: rank +10 rd
Effect: Willforce +2
Casting Difficulty: Target (usually 2)
This spell animates a tree directly under the control of the D.
DEX: rank TOU: rank +7 WIL: rank -2
STR: effect PER: effect-4 CHA: effect +1
Ini: rank   PD: effect
Attack: effect   SD: effect-2
Damage: effect +5 SC: effect +7
UC: rank*10  Physical: effect
Death: rank *11 Mystic: effect-5
Wound: rank +7 LP: rank*50
The D. may spend 2 BM to extend the dur to 1y
5th Circle
Heal Tree
Threads: 2 Difficulty: 10/13
Range: touch Duration: 1round
Effect: Recovery +4
Casting Difficulty: Target (usually 2)
This spell is used to heal trees, which were damaged. The tree recovers EFFECT Hit points. This may also be used to heal animated trees.
River Song
Threads: 2 Difficulty: 10/20
Range: 120m Duration: rank +2 rounds
Effect: Summons water nymph
Casting Difficulty: 10
This water nymph attacks the nearest enemy if the caster wants the nymph to attack an other foe he has to succeed a social test against the nymph. He also must have at least a 1liter of water to cast this spell. Every use of this spell costs 1liter.
Ruskali
DEX: 8 TOU: 5 WIL: 10
STR: 4  PER: 11 CHA: 12
Initiative: 8  Physical Defense: 10
Number of Spells: 2 Spell Defense: 14
Spellcasting: 12  Social Defense: 13
Effect: see below Physical Armor: 2
Death: 56  Mystic Armor: 7
Unconscious: 48 Powers: Water Blast, 20
Wound Threshold: immune Wash, 12
Form Wood
Threads: 2 Difficulty: 11/19
Range: 120m Duration: rank +3 min
Effect: Willforce +6
Casting Difficulty: see below
The Druid makes a SC test against the casting difficulty, which is 1 for every m^3. Then he may perform tasks with the wood, such as creating stairs…The object must not be very difficult to build, like brooches.
6th Circle
Thorn Maiden
Threads: 2 Difficulty: 10/ 21
Range: 60m Duration: 1 round
Effect: Willforce +8
Casting Difficulty: Target
This is the most powerful attack spell used by druids. It works against mystic armor and defeats the armor on an average success. When the spell is casted and is successful it looks like as if the victim is within a wooden iron maiden. This impresses the fellows of the foe so, when they see it, that they gain –1step to all tests and their PA lowers 1 point; all those mali endure until the druid is within the fight. If the Druid cast more Thorn Maidens, the Mali are comulative!
Wooden Cloak of Healing
Threads: 3 Difficulty: 12/23
Range: touch Duration: 1 round
Effect: Willforce +13
Casting Difficulty: Target
This is a healing spell. The Target may make one of his remaining Recovery tests with the Effect step.
7th Circle
Wooden Cage
Threads: 2 Difficulty: 12/25
Range: 60m Duration: rank rounds
Effect: Willforce +15
Casting Difficulty: Target
The druid makes a Wooden Cage against the Target and determines the Effect. If done so the target gets trapped into a cage of wood. This is normal wood and burns, but trapped in the cage no one may cast any spells. The death rating of the cage is the effect. The victims in the cage may only be attacked and attack with missiles.
Enhance Power
Threads: 1 Difficulty: 15/25
Range: 20m Duration: rank+10 rounds
Effect: +5/+5
This spell enhances whether the melee weapons talent and the strength or the spell casting and the Willforce talent by 5.This spell may only be laid on characters, which are fighting against the enemies of the druid’s wood. Such as characters hunting down a Horror haunting the forest.
8th Circle
Wall of pine needles
Threads: 2 Difficulty: 12/27
Range: 30m Duration: rank +8rounds
Casting Difficulty: 2
The druid creates a wall of pine needles up to 100 m^2. The wall may not be placed where something is already. If someone else than the druid gets near the wall (2metres) the wall will attack. The D. ´s SC is the attack test and the Effect is the Damage. Physical armor protects. The wall has no spirit or bones and may only be attacked by spells against physical armor; except Ice Spear. Hit Points: Effect*10
Summon Lhurgoyf
Threads: 3 Difficulty: 16/30
Range: 5m Duration: rank hours
Effect: Lhurgoyf
Casting Difficulty: 11
Lhurgoyf:
DEX: 12 TOU: 13 WIL: 15
STR: 15 PER: 10 CHA: 12
Initiative: 8 PD: 12
Attack: 15  SD: 11
Damage: 22  SC: 14
Unconscious: 78 Physical: 10
Dead: 86  Mystic: 8
Wounded: 15  LP: 500
The Lhurgoyf is the incarnation of the forest itself. The Druid must not be next to or in his forest but must have some living from the forest with him/her, such as an animal or a plant. The Lhurgoyf will do nearly everything the druid expects from it. It will not do any suicidal tasks.
Push Karma
Threads: 3 Difficulty: 17/34
Range: touch Duration: rank +15 min
Effect: Willforce -2
Casting Difficulty: Target
This Spell can increase the Karma dice of the target Character. The Druid rolls the Effect dice taking the character’s circle and Karma step together. He has to achieve good success to increase the step by 1, an excellent success to increase it by 2 and an extraordinary success to push it by 3 steps.
9th Circle
Summon Liege
Threads: var. Difficulty: 17/34
Range:0   Duration: var.
Effect: see below
Casting Difficulty: see below
This spell enables the character to summon a liege. This Liege is a human shaped non-living creature. This Liege has no will of himself but is absolutely loyal to the druid. To summon a Liege takes  a lot of time. At first the druid  has to build a corpse of dead wood.  The Liege may have as many arms, legs, and other extremities such as wings, but the Liege cannot fly, but it does not have to breathe air at all. Just to make the corpse alive takes 5 threads. To increase an attribute a thread has to be woven to it . The starting values are:
DEX: 5  TOU: 5 WILL:5
STR:5   PER: 5  CHA:5
Ini:5     PD: 5
Attack: 5    SD: 5
Damage: 5    PA: 0
Unconscious: See TOU  MA:0
Wounded: See TOU     LP:5
Dead: See TOU
To add an ability takes an extra thread. And for each step of this ability an other. EX: Griad a human druid wants to make a Liege(5 threads) which has a spell casting ability (one thread) the Liege shall have SpellCasting on step 10 (add 10 threads). In sum 16 Threads/days
One thread may be woven a day. The Liege exists for 11 years or until killed. The Liege cannot speak, but understands his masters command
Disrupt Elemental
Threads: 2 Difficulty: 16/40
Range: 100m Duration: rank +10 min
Effect: Willforce +10
Casting Difficulty: Target
This spell forces an elemental to return to astral plane for the Duration of the spell. The elemental has to stay on this spot on the astral plane. The elemental may make Willpower test against the Effect to stay on the real plane. After banned it may not make anymore.
Enhance Wooden Weapons
Threads:1 Difficulty: 17/34
Range: touch Duration: rank
Effect: +15 Damage
Casting Difficulty: target
This Spell enhances the damage step of one wooden weapon. Be it a club or a weapon created by druids (own also). This spell lasts for as many blows as the druids rank in SpellCasting. Even if between the blows are 100 years difference. Only one spell may affect that weapon at the same time. Only if the blows are used may a new spell be lain upon that weapon.